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📄 changes.txt

📁 quake的地图编辑器的源代码, 不是quake3的
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*  New, neat way to create brushes. In a 2d viewport, hold down control and
  shift and click somewhere. A vertex will appear where you clicked, and
  you can continue clicking to add more vertices and define a shape. Click
  on the first vertex when you're done, and Quest will create a brush with
  that shape. Right-clicking will also close the shape. Click on the last
  vertex to delete it. In the third dimension, Quest will place according
  to where the viewport is placed, unless you had a brush selected when
  you started creating this brush. If so, Quest will use the selected
  brush's size. The new brush will be selected after you're done, so if
  you're creating many brushes that have the same size, you only need
  to adjust the first one. After that, keep it selected when you create
  the next brush and it will have the same size. It's a bit hard to
  explain, but try it, I've found this feature to be very useful, and
  I use it almost exclusively to create new brushes.

*  The BSP modes are faster and use less memory.

*  item_tech1-4 removed from the Q2 CTF entity set.

Bugs fixed:
-----------
*  Some internal CSG stuff would break sometimes.

*  The fullscreen texture picker wouldn't work if there were too many
  textures.


  version 2.28
+--------------+
Released July 12 1998.

First version distributed under GNU GPL.

Bugs fixed:
-----------
*  Strings in the face editor would sometimes be misplaced.

Features added:
---------------
*  3-point clipping plane. Hit Shift-C to create one. It can be manipulated
  just like a brush. To use it, select the brushes to split, hit Shift-S,
  select the clipping plane, hit the right mouse button, and the brushes
  will be split.

*  Editing multiple faces. You can select many faces with the same normal
  and edit them at once in the face editor. They will then all have the
  same texture and alignment. Also, the auto-align has been split into
  auto-align and auto-scale, and they behave slightly differently.


  version 2.27
+--------------+
Released June 18 1998.

Features added:
---------------
*  Perspective correcting texture mapper. Press Shift-T to use it. It's very
  slow, but it looks very good. The old, ugly, fast one can still be used
  by pressing 'T'.

*  All BSP modes are MUCH faster (old textured ~20, others ~70%).

*  Removal of duplicate textures for Quake 2. If you delete your current
  'textures.dat', Quest will generate a new one and use 'textures.dup' to
  remove the duplicates. This file has a precompiled lists of duplicates
  based on image data, and covers Quake 2's and the point release's textures.
  If you have used textures that are now removed, use
  'Textures->Fix duplicates' to replace them with the corresponding remaining
  texture.

*  Quake 2 sound list in the entity editor. Right click on a 'noise' key
  and you'll get a list of all Quake 2 sounds in the 'world/' directory,
  with descriptions. The list was written by Gary Marshall.

*  New stuff you create will always be placed in a visible group. This makes
  it possible to work with the 'World' group hidden.


  version 2.26
+--------------+
Released May 24 1998.

Bugs fixed:
-----------
*  Brush copying had a harmless bug that caused Quest to crash under
  some DPMI servers.

*  Brush welding had some problems. They're fixed now, and welding a lot
  of brushes is MUCH faster.

*  Keyboard entity movement left didn't work.

Features added:
---------------
*  Support for a profiles system. Using the Quest front end, you can define
  profiles and use them in Quest. This will allow you to easily edit
  maps for different mods/games. Note that Quest can't switch profiles
  while running, so if you want to use a different profile, you'll have
  to exit Quest and start it again. If called with a map on the command
  line, Quest will switch to that map's profile.

*  In the Texture adder, there is a Fullscreen button. Use this to
  bring up the fullscreen texture picker with the textures in the
  current directory. Textures with a white frame are already in the cache.
  Click on a texture to add it to the cache. Right-click when done. The
  'Textures->Fullscreen all' menu option will bring this up with ALL
  textures.

*  Quest will now load and save which textures are in the cache, even those
  that aren't actually used in the map.

*  Added some warnings when building maps if you haven't saved changes.


  version 2.25
+--------------+
Released April 28 1998.

Features added:
---------------
*  Texture locking. Toggle with 'e'. This will attempt to keep the
  textures correctly aligned to the faces. Note that skewing textures
  isn't possible, so the texture locking won't work there.

*  New map format. No vertex drifting at all. Smaller files. Faster
  loading. Set 'map2' to 1 if you want to use it. I've also released a new
  version of qbsp3 that can load the new format. Quest can still save the
  old format (set 'map2' to 0), and it will automatically load both the old
  and new format. You can change 'map2' while in Quest, just bring up the
  Preferences dialog (Ctrl-P). It's somewhere near the bottom.

*  Multiple maps open at the same time. Switch maps with Alt-1 to Alt-5. You
  can copy and paste between maps. Remember to save all maps before exiting.
  You can now add several files to Quest's command line, and it'll load them
  all.

*  MUCH faster texture mapping.

*  I rearranged the directories. All entity sets can now be found under
  the 'es' directory. The new Rocket Arena 2 entity set can also be found
  here. It's basically the normal Quake 2 entity set with some stuff
  removed, and some comments updated.

*  Hide all but selected. Select some brushes/entities, and hit Ctrl-H.
  Everything but the ones you selected will disappear. Hit Ctrl-H to make
  everything else appear again.

*  Grey scale shaded view. Activate with Alt-H. Uses the BSP mode.

*  Keyboard entity movement. Use Shift-Arrows and Shift-Page up and
  Shift-Page down.

*  Movement of stuff in freelook viewports will be snapped to the
  nearest axis. Also, you can use Shift-Page up and Shift-Page down to
  move vertices/entities towards/away from the camera.

*  You can now access the texture adder from the texture picker.

*  The texture adder has a fullscreen mode. Hit the fullscreen button and
  Quest will bring up the fullscreen texture picker with all the textures
  in the current directory. The ones with a white frame are already in the
  cache. Click on a texture to add it. Right click when you're done.

*  Popup menu. Set 'pop_menu' to 2 to use it. The menu will only appear
  when you right click (not drag), or if you click the third mouse button
  (if you have one). Click outside the menu, or click the right/third mouse
  button again to close it, or pick a command as usual.

*  The face editor has been changed. It will now position itself in the
  lower left corner of the screen, and will change size depending on the
  size of the face being edited.

*  Brush weld. Select lots of brushes. Hit 'w'. Quest will now attempt
  to combine the brushes. If you selected lots of brushes, this will take
  lots of time. Note that for Quest to weld two brushes, the resulting brush
  must be convex. Also, the two original brushes must be attached to the same
  entity, and they may not have two identical planes with the same texture
  (although different alignment doesn't matter).

*  Messages in the status bar now have a number in front of them, so you
  can see if it gets updated.

*  Added some checking to the consistency checker. Should now find brushes
  with 'bad normal' errors. They'll be flagged as 'Degenerated edge!'.

Bugs fixed:
-----------
*  BSP mode should work without any textures at all now.


  version 2.21
+--------------+
Released April 04 1998.

Bugs fixed:
-----------
*  Using BSP or textured mode error messages is fixed now. It wasn't
  completely fixed in the last version.

*  Link lines (target/targetname) in model mode weren't always drawn.

Features added:
---------------
*  MDL and MD2 viewing. Make sure mdlpaks and draw_models are correct in
  quest.cfg, start Quest, and go to entity mode. Not all entities have
  models, but a lot of them have.

*  Hexen 2 support. Set quake2 to 0 and point classdir at qchexen2/*.qc.

*  The entity edit dialog now has the ability to easily edit some
  keys. Those keys will be drawn in a light grey color, instead of black.
  Select one and press Edit, or right click on it, and you'll get a
  dialog for that key. Currently supported keys are classname, which
  brings up the entity picker, and _color, which brings up a color
  editing dialog. See the Quest manual for more info.

*  In model mode, Quest now draws a pink line to indicate
  pathtarget/targetname relations.

*  The undo system is now complete. Everything is undoable.

Changes:
--------
*  The keyboard increase and decrease depth clip behave differently now.

*  Made the text editing cursor easier to see (red).

  version 2.2
+-------------+
Released March 28 1998.

Bugs fixed:
-----------
*  If you tried to use BSP or textured preview without having the textures,
  you'd get one error message per face. Now you only get one per redraw.

Features added:
---------------
*  Quest is now compiled with GCC 2.8.0 with instruction rescheduling, so it
  is faster than the previous versions (at least on Pentiums and later).

*  Undo system! Make some changes, and then press Ctrl-Z. Quest will now undo
  them. It's a 5 level undo system, and it can undo almost everything.
  However, the CSG Subtraction can't currently be undone.

*  New way to split faces! Select a face. Select an edge (ie. two vertices).
  Press Alt-S. Select another edge. Press the right mouse button. The two
  edges will be split in half, and the face will be split with an edge
  thru the two new vertices.

*  Bookmarks in the fullscreen texture selector. Use Alt-1..0 to define a
  bookmark, and 1..0 to go to it.

*  You can hold down the keys when moving vertices with the keyboard.

*  A new setting in quest.cfg, snap_to_int. When set to 1 (default), Quest
  will snap all vertices to integer positions when saving the map. This
  might fix problems with vertex drifting.

*  In quest.cfg, you can now control the mouse sensitivity in both the x and
  y axis.

*  Improved CSG subtraction. Quest will now split with the axis-aligned

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